Philipp Klaus Krause wrote: > Some time ago Vector Quantisation (VQ) texture compression was > implemented in some chips like the PowerVR series or the ATI MAch64 and > R128. > Is this still supported by today's hardware? I think the VQ schemes were basically implemented like an extension of paletted textures (just using 2x2 or so blocks instead of a per-pixel palette index), as such they have very likely died together with paletted textures. Current hardware does not support that (maybe because indirect lookup is inefficient?).
> Is there an OpenGL extension for it (I looked briefly through those > texture compression extensions that contain some technical detail about > the format they're supposed to support, but didn't find anything that > looked like VQ)? I don't think so. You could use that without a specific extension, as ARB_texture_compression doesn't require a compression name or anything like that (though I don't think there are apps out there which actually try to use generic compressed formats). And, of course, this way you could only use it for online compression. > Is it supported in DRI somehow? No. You'd have to write the code to compress/decompress the texture on the cpu (so you definitely need to know what the hw really does with those formats - pretty sure that all vendors had different schemes). Roland ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel